By Antony Ward
In the event you concept Angelina Jolie was once chargeable for Lara Croft's curves, re-examine! lengthy sooner than the Hollywood actress introduced the Tomb Raider heroine to existence, Alias' 3D modeling software program Maya used to be used to create the stunning Lara; Ms. Jolie easily stuffed in her curves! if you are able to begin developing both compelling characters of your personal, you wish this accomplished quantity! In those pages, gaming-industry veteran Antony Ward makes use of a mixture of informative narrative, hands-on tutorials, and a slew of illustrations and monitor photographs to teach you the way to exploit Maya to handle the main complicated portion of video game creation-developing nice characters! As you stick with alongside, Antony makes use of the advance of 2 different characters-a girl determine and a fantastical personality with outrageous proportions, wings, and a demon-like face-to exhibit the suggestions enthusiastic about modeling detailing, optimizing, texturing, rigging, binding, and animating characters with Maya. The better half CD contains lesson records, scripts, an automated rigging software, demo software program, and more!"
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Additional info for Game Character Development with Maya
To create a mirrored instance, simply select the mesh and go to Edit > Duplicate, opening up the options. 29). Click the Duplicate button, and you have a full character. 29. The Duplicate options for creating a mirrored instance Subdivision Surfaces Many developers use a technique of creating low-resolution meshes with a view to creating a higher-resolution version using subdivision surfaces. You first create a lower-resolution proxy model, and then go to Modify > Convert > Polygons To Subdiv to convert it to a subdivision surface.
The cylinder is now blue, with all its vertices available to manipulate. Select each horizontal row in turn and scale it inward, using the red X axis manipulator, so that the outer vertices follow the lines of Kila's arm. Make sure you only scale along one axis at a time. As you scale the vertices, feel free to move them to the correct positionbut manipulate a single strip at a time; try not to edit each vertex individually. 33 for a comparison of the original arm with the scaled one. 33. Left arm sculptingfront view 58 59 TIP You may find it useful to use the Lasso tool to select the vertices.
TIP It's important to stay on top of object naming. Remember that other people may use your work, so try and make it as easy for them as possible. 4. Next you will need to combine the objects into a single mesh. To do this, simply select all the cubes and go to Polygons > Combine. ) As you have built this character, each action you have taken has created an extra node in the construction history. Look in the Channel Box when you have an object selected, and in the Inputs section you can see this history in the form of a long list.